\section{Commands --- command.txt}
\subsection{Command Descriptions} 
\paragraph{}
The following command descriptions are listed as the command name plus the
default key to use it. For those who prefer the original "roguelike"
keyset, the name and key of the roguelike command is also shown if it is
different. Then comes a brief description of the command, including
information about alternative methods of specifying the command in each
keyset, when needed.

\paragraph{}
Some commands use the "repeat count" to automatically repeat the command
several times, while others use the "repeat count" to specify a "quantity"
for the command, and still others use it as an "argument" of some
kind.

\paragraph{}
Most commands take no "energy" to perform, while other commands only take
energy when they cause the world to change in some way. For example,
attempting to read a scroll while blind does not use any energy.

\subsubsection{Inventory Commands}
\begin{description}

\item[Inventory list (i)] Displays a list of objects being carried but not
  equipped. You can carry up to 23 different items, not counting
  those in your equipment. Often, many identical objects can be
  "stacked" into a "pile" which will count as a single item. This
  is always true of things like potions, scrolls, and food, but
  you may have to set options to allow wands, staves, and other
  such objects to stack. Each object has a weight, and if you
  carry more objects than your strength permits, you will begin to
  slow down. The amount of weight you can still carry without
  being overencumbered, or the amount of extra weight you are
  currently carrying is displayed at the top of the screen.
 
\item[Equipment list (e)] Use this command to display a list of the
  objects currently being used by your character. Your character has
  12 slots for equipment and 10 slots for ammunition (the quiver).
  Each equipment slot corresponds to a different location on the body,
  and each of which may contain only a single object at a time, and
  each of which may only contain objects of the proper "type", and
  which include WIELD (weapon), BOW (missile launcher), LEFT (ring),
  RIGHT (ring), NECK (amulet), LIGHT (light source), BODY (armor),
  OUTER (cloak), ARM (shield), HEAD (helmet), HANDS (gloves), FEET
  (boots). You must be wielding/wearing certain objects to take
  advantage of their special powers.

\item[Drop an item (d)] This drops an item from your inventory or
  equipment onto the dungeon floor. If the floor spot you are standing
  on already has an object in it, Angband will attempt to drop the
  item onto an adjacent space. Be warned that if the floor is full and
  you attempt to drop something, it may disappear and be destroyed.
  Doors and traps are considered objects for the purpose of
  determining if the space is occupied. This command may take a
  quantity, and takes some energy.

\item[Destroy an item (k) or Destroy an item (\^{}D)] This destroys an item
  in your inventory or on the dungeon floor.  If the selected pile
  contains multiple objects, you may specify a quantity. You must
  always (currently) verify this command. This command may take a
  quantity, and takes some energy.

\item[Wear/Wield equipment (w)] To wear or wield an object in your
  inventory, use this command. Since only one object can be in each
  slot at a time, if you wear or wield an item into a slot which is
  already occupied, the old item will be first be taken off, and may
  in fact be dropped if there is no room for it in your inventory.
  Wielding ammunition will add it to an empty slot in your quiver and
  prompt you to replace a type of ammunition if your quiver is already
  full.  This command takes some energy.

\item[Take off equipment (t) or Take off equipment (T)] Use this command
  to take off a piece of equipment and return it to your inventory.
  Occasionally, you will run into a cursed item which cannot be
  removed.  These items normally penalize you in some way and cannot
  be taken off until the curse is removed. If there is no room in your
  inventory for the item, your pack will overflow and you will drop
  the item after taking it off. You may also remove ammunition from
  your quiver with this command. This command takes some energy.
\end{description}

\subsubsection{Movement Commands}
\begin{description}
\item[Moving (arrow keys, number keys) or (arrow keys, number keys and
  'yuhjklbn')]
  This causes you to move one step in a given direction. If the square you
  wish to move into is occupied by a monster, you will attack it. If the
  square is occupied by a door or a trap you may attempt to open or disarm
  it if the appropriate option is set.  Preceeding this command with CTRL
  will cause you to attack in the appropriate direction, but will not move
  your character if no monster is there. These commands take some energy.

\item[Walk (with pickup) (;)] Moves one step in the
  given direction. The square you are moving into must not be
  blocked by walls or doors. You will pick up any items in the
  destination grid if the "always\_pickup" option is set.  You may
  also use the "original" direction keys (both keysets) or the
  "roguelike" direction keys (roguelike keyset) to walk in a
  direction. This command may take a count, requires a direction,
  and takes some energy.

\item[Walk (W)] The walk command lets you willingly walk into a trap
  or a closed door, without trying to open or disarm it. This
  command may take a count, requires a direction, and takes some
  energy.
  
\item[Run (.) or Run (,)] This command will move in the given
  direction, following any bends in the corridor, until you either
  have to make a "choice" between two directions or you are
  disturbed. You can configure what will disturb you by setting
  the disturbance options. You may also use shift plus the
  "roguelike" direction keys (roguelike keyset), or shift plus the
  "original" direction keys on the keypad (both keysets, some
  machines) to run in a direction. This command may take an
  argument, requires a direction, and takes some energy.
  
\item[Go up staircase ($<$)] Climbs up an up staircase you are
  standing on. There is always at least one staircase going up on
  every level except for the town level (this doesn't mean it's
  easy to find). Going up a staircase will take you to a new
  dungeon level unless you are at 50 feet (dungeon level 1), in
  which case you will return to the town level. Note that whenever
  you leave a level (not the town), you will never find it again.
  This means that for all intents and purposes, any objects on
  that level are destroyed. This includes artifacts unless the
  "Create characters in preserve mode" option was set when your
  character was created, in which case the artifacts may show up
  again later. This command takes some energy.
  
\item[Go down staircase ($>$)] Descends a down staircase you are
  standing on. There are always at least two staircases going down
  on each level, except for the town which has only one, and
  "quest" levels, which have none until the quest monster is
  killed. Going down a staircase will take you to a new dungeon
  level. See "Go Up Staircase" for more info.  This command takes
  some energy.
\end{description}

\subsubsection{Resting Commands}
\begin{description}
\item[Stay still (with pickup) (,) or Stay still (with pickup) (.)]
  Stays in the
  same square for one move. If you normally pick up objects you
  encounter, you will pick up whatever you are standing on. You
  may also use the "5" key (both keysets). This command may take a
  count, and takes some energy.
  
\item[Get objects (g)] Pick up objects and gold on the floor beneath
  you. Picking up gold takes no time, and objects take 1/10th of a
  normal turn each (maximum time cost is a full turn). You may
  pick up objects until the floor is empty or your backpack is
  full.
  
\item[Rest (R)] Resting is better for you than repeatedly staying
  still, and can be told to automatically stop after a certain
  amount of time, or when various conditions are met. In any case,
  you always wake up when anything disturbing happens, or when you
  press any key. To rest, enter the Rest command, followed by the
  number of turns you want to rest, or "*" to rest until your
  hitpoints and mana are restored, or "\&" to rest until you are
  fully "healed". This command may take an argument (used for the
  number of turns to rest), and takes some energy.
\end{description}

\subsubsection{Searching Commands}
\begin{description}
\item[Search (s)]
  This command can be used to locate hidden traps and secret doors
  in the spaces adjacent to the player. More than a single turn of
  searching will be required in most cases, so it is affected by
  the 'always repeat' option. You should always search a chest
  before trying to open it, since they are generally trapped. This
  command can take a count, which is useful if you are fairly sure
  of finding something eventually, since the command stops as soon
  as anything is found. This command takes some energy.
  
\item[Toggle search mode (S) or Toggle search mode (\#)] This command
  will take you into and out of search mode. When first pressed,
  the message "Searching" will appear at the bottom of the screen.
  You are now taking two turns for each command, one for the
  command and one turn to search. This means that you are taking
  twice the time to move around the dungeon, and therefore twice
  the food. Search mode will automatically turn off if you are
  disturbed. You may also turn off search mode by entering the
  Search Mode command again.
\end{description}

\subsubsection{Alter Commands}
\begin{description}
\item[Tunnel (T) or Tunnel (\^{}T)]
  Tunnelling or mining is a very useful art. There are many kinds of rock,
  with varying hardness, including permanent rock (permanent), granite
  (very hard), quartz veins (hard), magma veins (soft), and rubble (very
  soft). Quartz and Magma veins may be displayed in a special way, and may
  sometimes contain treasure, in which case they will be displayed in a
  different way. Rubble sometimes covers an object. It is hard to tunnel
  unless you are wielding a heavy weapon or a shovel or a pick. Tunnelling
  ability increases with strength and weapon weight. This command may take
  a count, requires a direction, and takes some energy.

\item[Open a door or chest (o)] To open an object such as a door or chest,
  you must use this command. If the object is locked, you will attempt to
  pick the lock based on your disarming ability.  If you open a trapped
  chest without disarming the traps first, the trap will be set off. Some
  doors will be jammed shut and may have to be forced open. Opening will
  automatically attempt to pick any lock doors. You may need several tries
  to open a door or chest. This command may take a count, requires a
  direction, and takes some energy.

\item[Close a door (c)] Non-intelligent and some other creatures cannot
  open doors, so shutting doors can be quite valuable.  Furthermore,
  monsters cannot see you behind closed doors, so closing doors may allow
  you to buy some time without being attacked. Broken doors cannot be
  closed.  Bashing a door open may break it. This command may take a
  count, requires a direction, and takes some energy.

\item[Jam a door (j) or Spike a door (S)]
  Many monsters can simply open closed doors, and can eventually get
  through a locked door.  You may therefore occasionally want to jam a
  door shut with iron spikes.  Each spike used on the door will make it
  harder for a monster to bash down the door, and will make it take longer
  time, up to a certain limit.  A door that was locked before it was
  jammed or spiked will be harder to bash down.  Smaller monsters are less
  able to bash down doors.  In order to use this command, you must be
  carrying iron spikes.  This command requires a direction, and takes some
  energy.

\item[Bash a door (B) or Force a door (f)]
  This command allows you to bash down jammed doors. Your bashing ability
  increases with strength. Bashing open a door can (briefly) throw you off
  balance. Doors that are stuck, or which have been jammed closed with
  spikes can only be opened by bashing, and all closed doors can be bashed
  open if desired. Bashing a door open may permanently break it so that it
  can never be closed. This command may take a count, requires a
  direction, and takes some energy.

\item[Disarm a trap or chest, or lock a door (D)]
  You can attempt to disarm traps on the floor or on chests.  If you fail,
  there is a chance that you will blunder and set it off.  You can only
  disarm a trap after you have found it (usually with the Search command).
  The command can also be used to lock a closed door.  This will create a
  hindrance for monsters.  Even if many monsters will be able to pick the
  lock or bash the door down, it will often take them some time.  This
  command may take a count, requires a direction, and takes some energy.
  
\item[Alter (+)]
  This special command allows the use of a single keypress to select any
  of the "obvious" commands above (attack, tunnel, bash, open, disarm,
  close), and, by using keymaps, to combine this keypress with
  directions. In general, this allows the use of the "control" key plus
  the appropriate "direction" key (including the roguelike direction keys
  in roguelike mode) as a kind of generic "alter the terrain feature of an
  adjacent grid" command. This command may take a count, requires a
  direction, and takes some energy.
\end{description}

\subsubsection{Spell and Prayer Commands}
\begin{description}
\item[Browse a book (b) or Peruse a book (P)]
  Only mages, rogues, and rangers can read magic books, and only priests
  and paladins can read prayer books. Warriors cannot read any books. When
  this command is used, all of the spells or prayers contained in the
  selected book are displayed, along with information such as their level,
  the amount of mana required to cast them, and whether or not you know
  the spell or prayer.

\item[Gain new spells or prayers (G)]
  Use this command to actually learn new spells or prayers. When you are
  able to learn new spells or prayers, the word "Study" will appear on the
  status line at the bottom of the screen.  If you have a book in your
  possession, containing spells or prayers which you may learn, then you
  may choose to study that book.  If you are a mage, rogue, or ranger, you
  may actually choose which spell to study.  If you are a priest or
  paladin, your gods will choose a prayer for you.  There are nine books
  of each type, five of which are normally found only in the dungeon. This
  command takes some energy.

\item[Cast a spell (m)]
  To cast a spell, you must have previously learned the spell and must
  have in your inventory a book from which the spell can be read. Each
  spell has a chance of failure which starts out fairly large but
  decreases as you gain levels. If you don't have enough mana to cast a
  spell, you will be prompted for confirmation. If you decide to go ahead,
  the chance of failure is greatly increased, and you may wind up
  paralyzed for several turns. Since you must read the spell from a book,
  you cannot be blind or confused while casting, and there must be some
  light present. This command takes some energy: the higher your level,
  the less it takes, but the higher the spell level, the more it takes.

\item[Pray a prayer (p)]
  To pray effectively, you must have previously learned the prayer and
  must have in your inventory a book from which the prayer can be
  read. Each prayer has a chance of being ignored which starts out fairly
  large but decreases as you gain levels.  If you don't have enough mana
  to cast a spell, you will be prompted for confirmation. If you decide to
  go ahead, the chance of failure is greatly increased, and you may lose a
  point of constitution.  Since you must read the prayer from a book, you
  cannot be blind or confused while praying, and there must be some light
  present.  This command takes some energy --- as with spells, higher caster
  level means less energy used, but higher spell level means more.
\end{description}

\subsubsection{Object Manipulation Commands} 
\begin{description}
\item[Eat some food (E)]
  You must eat regularly to prevent starvation. As you grow hungry, a
  message will appear at the bottom of the screen saying "Hungry".  If you
  go hungry long enough, you will become weak, then start fainting, and
  eventually, you may will die of starvation. You may use this command to
  eat food in your inventory. Note that you can sometimes find food in the
  dungeon, but it is not always wise to eat strange food. This command
  takes some energy.

\item[Fuel your lantern/torch (F)]
  If you are using a torch and have more torches in your pack, or you are
  using a lantern and have flasks of oil in your pack, then your can
  "refuel" them with this command. Torches and Lanterns are limited in
  their maximal fuel. In general, two flasks will fully fuel a lantern and
  two torches will fully fuel a torch. This command takes some energy.

\item[Quaff a potion (q)]
  Use this command to drink a potion.  Potions affect the player in
  various ways, but the effects are not always immediately obvious.  This
  command takes some energy.

\item[Read a scroll (r)]
  Use this command to read a scroll. Scroll spells usually have an area
  effect, except for a few cases where they act on other objects.  Reading
  a scroll causes the parchment to disintegrate as the scroll takes
  effect. Most scrolls which prompt for more information can be aborted
  (by pressing escape), which will stop reading the scroll before it
  disintegrates. This command takes some energy.
 
\item[Inscribe an object (\{)]
  This command inscribes a string on an object. The inscription is
  displayed inside curly braces after the object description. The
  inscription is limited to the particular object (or pile) and is not
  automatically transferred to all similar objects.  Under certain
  circumstances, Angband will display "fake" inscriptions on certain
  objects ("cursed", "broken", "tried", "empty", "NN\% off") when
  appropriate. These "fake" inscriptions remain all the time, even if the
  player chooses to add a "real" inscription on top of it later.

\paragraph{}
In addition, Angband will occasionally place a "real" inscription on an
object for you, normally as the result of your character getting a
"feeling" about the item. All characters will get "feelings" about weapons
and armor after carrying them for a while.  Warriors (who understand
weapons and armor best) get the most detailed feelings, and get them
faster than other classes. Rogues (used to handling all sorts of stolen
goods) are also very good, as are paladins (basically warriors who are
religious.) Rangers are not so well-versed in melee weapons, being
normally people of the outdoors and the wilderness who prefer archery and
camouflage to heavy metal armor and weaponry, while priests and mages
simply are not experienced enough in matters concerning melee to be able
to tell much about an item --- though a priest will realise the extent of
his knowledge fairly quickly, as they are often called upon to fight for
their faith and have learned a little from these experiences and divine
insight.  Mages, frankly, haven't a clue. But then, they don't need it
when they can learn the spell of Identify very early on in the game.

\paragraph{}
An item labeled as "{empty}" was found to be out of charges,
and an item labeled as "{tried}" is a "flavored" item which the
character has used, but whose effects are unknown. Certain inscriptions
have a meaning to the game, see "@\#", "@x\#", "!*", and "!x", in the
section on inventory object selection.

\item[Uninscribe an object (\})]
  This command removes the inscription on an object. This command will
  have no effect on "fake" inscriptions added by the game itself.
\end{description}

\subsubsection{Magical Object Commands} 
\begin{description}
\item[Activate an artifact (A)]
  You have heard rumors of special weapons and armor deep in the Pits,
  items that can let you breathe fire like a dragon or light rooms with
  just a thought. Should you ever be lucky enough to find such an item,
  this command will let you activate its special ability. Special
  abilities can only be used if you are wearing or wielding the item. This
  command takes some energy.

\item[Aim a wand (a) or Zap a wand (z)] Wands must be aimed in a direction
  to be used. Wands are magical devices, and therefore there is a chance
  you will not be able to figure out how to use them if you aren't good
  with magical devices. They will fire a shot that affects the first
  object or creature encountered or fire a beam that affects anything in a
  given direction, depending on the wand. An obstruction such as a door or
  wall will generally stop the effects from traveling any farther. This
  command requires a direction and can use a target.  This command takes
  some energy.

\item[Use a staff (u) or Zap a staff (Z)]
  This command will use a staff. A staff is normally very similar to a
  scroll, in that they normally either have an area effect or affect a
  specific object. Staves are magical devices, and there is a chance you
  will not be able to figure out how to use them.  This command takes some
  energy.
 
\item[Zap a rod (z) or Activate a rod (a)]
  Rods are extremely powerful magical items, which cannot be burnt or
  shattered, and which can have either staff-like or wand-like effects,
  but unlike staves and wands, they don't have charges.  Instead, they
  draw on the ambient magical energy to recharge themselves, and therefore
  can only be activated once every few turns. The recharging time varies
  depending on the type of rod.  This command may require a direction
  (depending on the type of rod, and whether you are aware of its type)
  and can use a target.  This command takes some energy.
\end{description}

\subsubsection{Throwing and Missile Weapons} 
\begin{description}
\item[Fire an item (f) or Fire an item (t)]
  This command will fire a will allow you to fire a missile from either
  your quiver or your inventory provided it is the appropriate ammunition
  for the current missile weapon you have equipped.  You may not fire an
  item without a missile weapon equipped. Fired ammunition has a chance of
  breaking. This command takes some energy.

\item[Fire default ammo at nearest (h) or (TAB)]
  If you have a missile weapon equipped and the appropriate ammunition in
  your quiver, you can use this command to fire at the nearest visible
  enemy. This command will cancel itself if you lack a launcher,
  ammunition or a visible target that is in range. The first ammunition of
  the correct type found in the quiver is used.  This command takes some
  energy.

\item[Throw an item (v)]
  You may throw any object carried by your character.  Depending on the
  weight, it may travel across the room or drop down beside you.  Only one
  object from a pile will be thrown at a time. Note that throwing an
  object will often cause it to break, so be careful!  If you throw
  something at a creature, your chances of hitting it are determined by
  your plusses to hit, your ability at throwing, and the object's plusses to
  hit. Once the creature is hit, the object may or may not do any damage
  to it. You've heard rumors that some objects found in the dungeon can do
  huge amounts of damage when thrown, but you're not sure which objects
  those are.... Note that flasks of oil will do a fairly large chunk of
  fire damage to a monster on impact. If you are wielding a missile
  launcher compatible with the object you are throwing, then you
  automatically use the launcher to fire the missile with much higher
  range, accuracy, and damage, than you would get by just throwing the
  missile. Throw, like fire, requires a direction. Targeting mode (see the
  next command) can be invoked with "*" at the "Direction?"  prompt. This
  command takes some energy.

\item[Targeting Mode (*)]
  This will allow you to aim your ranged attacks at a specific monster or
  grid, so that you can point directly towards that monster or grid (even
  if this is not a "compass" direction) when you are asked for a
  direction. You can set a target using this command, or you can set a new
  target at the "Direction?" prompt when appropriate. At the targeting
  prompt, you have many options. First of all, targetting mode starts
  targetting nearby monsters which can be reached by "projectable" spells
  and thrown objects. In this mode, you can press "t" (or "5" or ".") to
  select the current monster, space to advance to the next monster, "-" to
  back up to the previous monster, direction keys to advance to a monster
  more or less in that direction, "r" to "recall" the current monster, "q"
  to exit targetting mode, and "p" (or "o") to stop targetting monsters
  and enter the mode for targetting a location on the floor or in a
  wall. Note that if there are no nearby monsters, you will automatically
  enter this mode.  Note that hitting "o" is just like "p", except that
  the location cursor starts on the last examined monster instead of on
  the player.  In this mode, you use the "direction" keys to move around,
  and the "q" key to quit, and the "t" (or "5" or ".") key to target the
  cursor location. Note that targetting a location is slightly
  "dangerous", as the target is maintained even if you are far away. To
  cancel an old target, simply hit "*" and then ESCAPE (or "q"). Note that
  when you cast a spell or throw an object at the target location, the
  path chosen is the "optimal" path towards that location, which may or
  may not be the path you want.  Sometimes, by clever choice of a location
  on the floor for your target, you may be able to convince a thrown
  object or cast spell to squeeze through a hole or corridor that is
  blocking direct access to a different grid. Launching a ball spell or
  breath weapon at a location in the middle of a group of monsters can
  often improve the effects of that attack, since ball attacks are not
  stopped by interposed monsters if the ball is launched at a target.
\end{description}

\subsubsection{Looking Commands} 
\begin{description}
\item[Full screen map (M)]
  This command will show a map of the entire dungeon, reduced by a factor
  of nine, on the screen. Only the major dungeon features will be visible
  because of the scale, so even some important objects may not show up on
  the map. This is particularly useful in locating where the stairs are
  relative to your current position, or for identifying unexplored areas
  of the dungeon.

\item[Locate player on map (L) or Where is the player (W)]
  This command lets you scroll your map around, looking at all sectors of
  the current dungeon level, until you press escape, at which point the
  map will be re-centered on the player if necessary. To scroll the map
  around, simply press any of the "direction" keys. The top line will
  display the sector location, and the offset from your current sector.

\item[Look around (l) or Examine things (x)]
  This command is used to look around at nearby monsters (to determine
  their type and health) and objects (to determine their type). It is also
  used to find out what objects (if any) are under monsters, and if a
  monster is currently inside a wall, and what is under the player.  When
  you are looking at something, you may hit space for more details, or to
  advance to the next interesting monster or object, or minus ("-") to go
  back to the previous monster or object, or a direction key to advance to
  the nearest interesting monster or object (if any) in that general
  direction, or "r" to recall information about the current monster race,
  or "q" or escape to stop looking around. You always start out looking at
  "yourself".

\item[Inspect an item (I)]
  This command lets you inspect an item.  This will tell you things about
  the special powers of the object, as well as attack information for
  weapons. It will also tell you what resistances or abilities you have
  noticed for the item and if you have not yet completely identified all
  properties.
        
\item[List visible monsters ([)]
  This command lists all monsters that are visible to you, telling you how
  many there are of each kind. It also tells you whether they are asleep,
  and where they are (relative to you).

\item[List visible items ({]})]
  This command lists all items that are visible to you, telling you how of
  each there are and where they are on the level relative to your current
  location.
\end{description}

\subsubsection{Message Commands} 
\begin{description}
\item[Repeat level feeling (\^{}F)]
  Repeats the feeling about the dungeon level that you got when you first
  entered the level.

\item[View previous messages (\^{}P)]
  This command shows you all the recent messages. You can scroll through
  them, or exit with ESCAPE.

\item[Take notes (:)]
  This command allows you to take notes, which will then appear in your
  message list and your character history (prefixed with "Note:").
\end{description}

\subsubsection{Game Status Commands} 
\begin{description}
\item[Character Description (C)]
  Brings up a full description of your character, including your skill
  levels, your current and potential stats, and various other information.
  From this screen, you can change your name or use the file character
  description command to save your character status to a file. That
  command saves additional information, including your background, your
  inventory, and the contents of your house.

\item[Check knowledge ($\sim$)]
  This command allows you to ask about the knowledge possessed by your
  character. Currently, this includes being able to list all known
  "artifacts", "uniques", and "objects". Normally, once an artifact is
  "generated", and "lost", it can never again be found, and will become
  "known" to the player. With "preserve" mode, an artifact can never be
  "lost" until it is "known" to the player.  In either case, any "known"
  artifacts not in the possession of the player will never again be
  "generated". The "uniques" are special "unique" monsters which can only
  be killed once per game.  Certain "objects" come in "flavors", and you
  must determine the effect of each "flavor" once for each such type of
  object, and this command will allow you to display all "known" flavors.
  Inscribing items in this list will cause you to similarly inscribe all
  similar items you find from this point on.

\item[Interact with the system (!)]
  Allow the user to interact with the underlying visual system.  This
  command is currently unused.
\end{description}

\subsubsection{Saving and Exiting Commands} 
\begin{description}
\item[Save and Quit (Ctrl-X)]
  To save your game so that you can return to it later, use this
  command. Save files will also be generated (hopefully) if the game
  crashes due to a system error. After you die, you can use your savefile
  to play again with the same options and such.

\item[Save (Ctrl-S)]
  This command saves the game but doesn't exit Angband. Use this
  frequently if you are paranoid about having your computer crash (or your
  power go out) while you are playing.

\item[Quit (commit suicide) (Q)]
  Kills your character and exits Angband. You will be prompted to make
  sure you really want to do this, and then asked to verify that
  choice. Note that dead characters are dead forever.
\end{description}

\subsubsection{User pref file commands}
\begin{description}
\item[Interact with options (=)]
  Allow you to interact with options. Note that using the "cheat" options
  may mark your savefile as unsuitable for the high score list. The
  "window" options allow you to specify what should be drawn in any of the
  special sub-windows (not available on all platforms). See the help files
  ``customize.txt'' and ``options.txt'' for more info.  You can also
  interact with keymaps under this menu.
\begin{description}
\item[Interact with keymaps - option submenu]
  Allow you to interact with keymaps.  You may load or save keymaps from
  user pref files, or define keymaps. You must define a "current action",
  shown at the bottom of the screen, before you attempt to use any of the
  "create keymaps" commands, which use that "current action" as their
  action. This is a horrible interface, and will be fixed eventually.

\item[Interact with visuals - option submenu]
  Allow you to interact with visuals. You may load or save visuals from
  user pref files, or modify the attr/char mappings for the monsters,
  objects, and terrain features.  You must use the "redraw" command
  (\^{}R) to redraw the map after changing attr/char mappings.  NOTE: It
  is generally easier to modify visuals via the "knowledge" menus.

\item[Interact with colors - option submenu]
  Allow the user to interact with colors. This command only works on some
  systems.  NOTE: It is commonly used to brighten the 'Light Dark' color
  (eg. Cave Spiders) on displays with bad alpha settings.
\end{description}
\end{description}

\subsubsection{Help}
\begin{description}
\item[Help (?)]
  Brings up the Angband on-line help system. Note that the help files are
  just text files in a particular format, and that other help files may be
  available on the Net. In particular, there are a variety of spoiler
  files which do not come with the standard distribution. Check the place
  you got Angband from or ask on the newsgroup rec.games.roguelike.angband
  about them.

\item[Identify Symbol (/)]
  Use this command to find out what a character stands for. For instance,
  by pressing "/.", you can find out that the "." symbol stands for a
  floor spot. When used with a symbol that represents creatures, the this
  command will tell you only what class of creature the symbol stands for,
  not give you specific information about a creature you can see. To get
  that, use the Look command.

\paragraph{}
There are three special symbols you can use with the Identify Symbol
command to access specific parts of your monster memory.  Typing Ctrl-A
when asked for a symbol will recall details about all monsters, typing
Ctrl-U will recall details about all unique monsters, and typing Ctrl-N
will recall details about all non-unique monsters.

\paragraph{}
If the character stands for a creature, you are asked if you want to
recall details. If you answer yes, information about the creatures you
have encountered with that symbol is shown in the Recall window if
available, or on the screen if not. You can also answer "k" to see the
list sorted by number of kills, or "p" to see the list sorted by dungeon
level the monster is normally found on. Pressing ESCAPE at any point will
exit this command.

\item[Game Version (V)]
  This command will tell you what version of Angband you are using.  For
  more information, see the "version.txt" help file.

\item[Command lists (Enter)]
  This brings up a little window in the middle of the screen, in which you
  can select what command you would like to use by browsing.  Useful for
  beginners.
\end{description}

\subsubsection{Extra Commands} 
\begin{description}
\item[Toggle Choice Window (\^{}E)]
  Toggles the display in any sub-windows (if available) which are
  displaying your inventory or equipment.

\item[Redraw Screen (\^{}R)]
  This command adapts to various changes in global options, and redraws
  all of the windows. It is normally only necessary in abnormal
  situations, such as after changing the visual attr/char mappings, or
  enabling "graphics" mode.

\item[Load screen dump (left-paren)]
  This command loads a "snap-shot" of the current screen from the file
  "dump.txt", and displays it on the screen.
  
\item[Save screen dump (right-paren)]
  This command dumps a "snap-shot" of the current screen to the file
  "dump.txt", including encoded color information. The command has three
  variants:
  \begin{description}
  \item[text] a simple ascii dump of the screen concatenated with a
    dump of the color attributes. It may be viewed in color with the '('
    command.
  \item[html] suitable for viewing in a web browser.
  \item[forum] embedded html for vBulletin, suitable for pasting in web
    forums like \url{http://angband.oook.cz/forums}.
  \end{description}
\end{description}
